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List of Shader Mixer Tutorials and Recipes WIP please be patient as I update the list…thanks!
Posted: 13 September 2013 03:46 PM   [ Ignore ]   [ # 46 ]
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A working Fresnel setup for gemstones, et cetera.  Note the fire of the central gems (the outer ring only uses Reflect/Refract and Trace).

Feel free to test, implement, and improve on it as much as you’d like.

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Fresnel_Implementation.jpgDiamond_Ring.pngRuby_Ring.png
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Posted: 13 September 2013 04:30 PM   [ Ignore ]   [ # 47 ]
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Eustace Scrubb - 13 September 2013 03:46 PM

A working Fresnel setup for gemstones, et cetera.  Note the fire of the central gems (the outer ring only uses Reflect/Refract and Trace).

Feel free to test, implement, and improve on it as much as you’d like.

wow…that looks amazing. I’m on holiday at the end of this coming week so should be able to update the list then.

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Posted: 13 September 2013 11:31 PM   [ Ignore ]   [ # 48 ]
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A little more putzing and fine-tuning:  here we go.  This renders even better, but the diamond ring took over half an hour.

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Diamond_Ring_2.pngFresnel_Implementation_new.jpg
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Posted: 01 October 2013 01:51 AM   [ Ignore ]   [ # 49 ]
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Eustace Scrubb - 13 September 2013 11:31 PM

A little more putzing and fine-tuning:  here we go.  This renders even better, but the diamond ring took over half an hour.

Beautiful…sorry I didn’t see this sooner. I stopped getting notifications.

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Posted: 01 October 2013 08:18 AM   [ Ignore ]   [ # 50 ]
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If it works and continues to work, well and good, but I think I’ll take another tack next time with the Fresnel node.  Further experiments seem to indicate that the Reflection and Refraction node includes Fresnel functioning and so doubling down on it can damage your refraction or lose it entirely (the curves of a glass, for instance, became entirely invisible, as though nonexistant, with objects behind the vessel sitting plain and unrefracted).

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Posted: 08 October 2013 05:49 AM   [ Ignore ]   [ # 51 ]
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I just found an explanation how to use shader mixer to get the old pwCatch
“Make a surface mimic the backdrop image to bring your photos and 3D together”
functionality:
http://www.daz3d.com/forums/viewthread/30173/

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Posted: 15 November 2013 12:36 AM   [ Ignore ]   [ # 52 ]
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Kerya - 08 October 2013 05:49 AM

I just found an explanation how to use shader mixer to get the old pwCatch
“Make a surface mimic the backdrop image to bring your photos and 3D together”
functionality:
http://www.daz3d.com/forums/viewthread/30173/

Thanks for the link Kerya…I’ll update the first post as soon as I get chance.

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Posted: 18 November 2013 12:24 AM   [ Ignore ]   [ # 53 ]
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When next I get a chance I’m going to have to try recreating some of these.  I have almost nothing for materials at the moment, and need to build up my library.

Does anybody know if there are any products in the store, other than the shader tutorial and those that ship with DS, that are in Shader Mixer format that we can therefore browse through and use as starting points for experiments?

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Posted: 18 November 2013 08:31 AM   [ Ignore ]   [ # 54 ]
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It depends on what you want to do:  there are a lot of SM snippets on ShareCG under Materials, and you can pick apart my Mephistopolis Noir shaders, too, if you’d like—with proper attribution, that is.

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Posted: 18 November 2013 09:30 AM   [ Ignore ]   [ # 55 ]
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Hello Eustace,

Could you do me a favor, when you upload your recipe’s could you possibly load a higher resolution(full size). I realize screen captures are set to low res by default but if you could maybe tweak it a little higher I would be able to get the text to show up better.You can load Upload as big as necessary the browser will automatically resize and allow user’s to click to see the full image.Your labels work alright but the input and output’s are hard to focus on, it would be nice to eliminate the guess work.

Of course they could be fine for everyone else but old f@$ts like myself might be struggling(even with a magnifier popup).

Great work on those shaders(by the way) and thank’s for the contribution.

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Posted: 18 November 2013 10:30 AM   [ Ignore ]   [ # 56 ]
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stumpc - 18 November 2013 09:30 AM

Hello Eustace,

Could you do me a favor, when you upload your recipe’s could you possibly load a higher resolution(full size). I realize screen captures are set to low res by default but if you could maybe tweak it a little higher I would be able to get the text to show up better.You can load Upload as big as necessary the browser will automatically resize and allow user’s to click to see the full image.Your labels work alright but the input and output’s are hard to focus on, it would be nice to eliminate the guess work.

Of course they could be fine for everyone else but old f@$ts like myself might be struggling(even with a magnifier popup).

Great work on those shaders (by the way) and thanks for the contribution.

You’re welcome.  And thanks!

Which ones in particular do you need?  (I’ll tell you straight:  the last-posted Fresnel recipe is faulty so I wouldn’t even bother with it.)  I’ve got color-channel splitters for HSI or CMYK, I’ve got a layout to implement PNG alpha channels, one to use Normal maps…

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Posted: 18 November 2013 04:39 PM   [ Ignore ]   [ # 57 ]
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Eustace Scrubb - 18 November 2013 10:30 AM

Which ones in particular do you need?

The one for the Diamond would be nice, I notice with the Zoom in the shader mixer as you zoom out it fuzzes up the text in the application, when its not zoomed it is as clear as a bell.

Old eyeballs I guess.red face

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Posted: 19 November 2013 05:17 PM   [ Ignore ]   [ # 58 ]
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This is the same node tree as that last one, without the insertion of Binary Equation nodes.

And a diamond rendered therewith.  This is an incomplete node tree; user-adjusible settings (Surfaces Tab dials) are not shown.

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Raytrace_w_Fresnel_#1.pngDiamond_2.png
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Posted: 11 December 2013 05:50 AM   [ Ignore ]   [ # 59 ]
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I want to thank you for this tutorials. I’m a starter and after do the basic tutorials was a little lost on how to evolute from there.
It’s amazing how much help this community give to newbies smile
I’m really loving 3d art and all this facilities we find here to learn really help on that.
I admit, I don’t have to much patience to looking over the all internet and lost lots of time with not so good tutorials. You really save me lots of time.

I also think a very good way to organize is for beginner - intermedium - expert.
You can also do a double organization. first organize by themes and inside the theme organize by difficulty as above.
But that’s me (I’m a little paranoid with organization raspberry). The way you have now is already great wink

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Posted: 30 December 2013 02:39 PM   [ Ignore ]   [ # 60 ]
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For those who, like myself, wish to make shaders that work in both DS3 and DS4, it seems the DS4 IF-brick causes problems in DS3.  But an IF brick can be simulated, or even surpassed, by stacking MIX-bricks.  For a two-option IF, use one MIX brick and plug in the values as follows:

If    == Alpha
Value 
== Layer
Else  == Base 

For each added variable, stack another MIX on board, plugging in the previous output into the next base, as follows:

If          == Alpha (MIX 1)
Value       == Layer (MIX 1)
...
Else If 
{n} == Alpha (MIX n+1)
*
Plug Mixed Result n into Base (MIX n+1)*
Value {n+1} == Layer (MIX n+1)
...
Else        == 
Base (MIX 1

I’ll follow up sometime with the recipe for a looping multi-value blend switch.

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How_to_replace_IF-brick_with_MIX-bricks.jpg
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